/*
This file was generated with BOGLE
*/
#include <GL/glut.h>

void _drawUFO()
//object name: Cylinder
{
	glShadeModel(GL_SMOOTH);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.220638, 0.000000);
	glNormal3f(0.085940, -0.992553, 0.085940);
	glVertex3f( 0.707107, -0.220638, 0.707107);
	glNormal3f(0.112308, -0.992553, 0.046510);
	glVertex3f( 0.923880, -0.220638, 0.382683);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.220638, 0.000000);
	glNormal3f(0.112308, -0.992553, 0.046510);
	glVertex3f( 0.923880, -0.220638, 0.382683);
	glNormal3f(0.121555, -0.992553, 0.000000);
	glVertex3f( 1.000000, -0.220638, -0.000000);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.220638, 0.000000);
	glNormal3f(0.121555, -0.992553, 0.000000);
	glVertex3f( 1.000000, -0.220638, -0.000000);
	glNormal3f(0.112308, -0.992553, -0.046510);
	glVertex3f( 0.923880, -0.220638, -0.382684);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.220638, 0.000000);
	glNormal3f(0.112308, -0.992553, -0.046510);
	glVertex3f( 0.923880, -0.220638, -0.382684);
	glNormal3f(0.085940, -0.992553, -0.085940);
	glVertex3f( 0.707107, -0.220638, -0.707107);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.220638, 0.000000);
	glNormal3f(0.085940, -0.992553, -0.085940);
	glVertex3f( 0.707107, -0.220638, -0.707107);
	glNormal3f(0.046510, -0.992553, -0.112308);
	glVertex3f( 0.382683, -0.220638, -0.923880);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.220638, 0.000000);
	glNormal3f(0.046510, -0.992553, -0.112308);
	glVertex3f( 0.382683, -0.220638, -0.923880);
	glNormal3f(0.000000, -0.992553, -0.121555);
	glVertex3f( 0.000000, -0.220638, -1.000000);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.220638, 0.000000);
	glNormal3f(0.000000, -0.992553, -0.121555);
	glVertex3f( 0.000000, -0.220638, -1.000000);
	glNormal3f(-0.046510, -0.992553, -0.112308);
	glVertex3f( -0.382683, -0.220638, -0.923880);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.220638, 0.000000);
	glNormal3f(-0.046510, -0.992553, -0.112308);
	glVertex3f( -0.382683, -0.220638, -0.923880);
	glNormal3f(-0.085940, -0.992553, -0.085940);
	glVertex3f( -0.707107, -0.220638, -0.707107);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.220638, 0.000000);
	glNormal3f(-0.085940, -0.992553, -0.085940);
	glVertex3f( -0.707107, -0.220638, -0.707107);
	glNormal3f(-0.112308, -0.992553, -0.046510);
	glVertex3f( -0.923880, -0.220638, -0.382684);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.220638, 0.000000);
	glNormal3f(-0.112308, -0.992553, -0.046510);
	glVertex3f( -0.923880, -0.220638, -0.382684);
	glNormal3f(-0.121555, -0.992553, 0.000000);
	glVertex3f( -1.000000, -0.220638, 0.000000);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.220638, 0.000000);
	glNormal3f(-0.121555, -0.992553, 0.000000);
	glVertex3f( -1.000000, -0.220638, 0.000000);
	glNormal3f(-0.112308, -0.992553, 0.046510);
	glVertex3f( -0.923879, -0.220638, 0.382684);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.220638, 0.000000);
	glNormal3f(-0.112308, -0.992553, 0.046510);
	glVertex3f( -0.923879, -0.220638, 0.382684);
	glNormal3f(-0.085940, -0.992553, 0.085940);
	glVertex3f( -0.707107, -0.220638, 0.707107);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.220638, 0.000000);
	glNormal3f(-0.085940, -0.992553, 0.085940);
	glVertex3f( -0.707107, -0.220638, 0.707107);
	glNormal3f(-0.046510, -0.992553, 0.112308);
	glVertex3f( -0.382683, -0.220638, 0.923880);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.220638, 0.000000);
	glNormal3f(-0.046510, -0.992553, 0.112308);
	glVertex3f( -0.382683, -0.220638, 0.923880);
	glNormal3f(0.000000, -0.992553, 0.121555);
	glVertex3f( 0.000001, -0.220638, 1.000000);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.220638, 0.000000);
	glNormal3f(0.000000, -0.992553, 0.121555);
	glVertex3f( 0.000001, -0.220638, 1.000000);
	glNormal3f(0.046510, -0.992553, 0.112308);
	glVertex3f( 0.382684, -0.220638, 0.923879);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.046510, -0.992553, 0.112308);
	glVertex3f( 0.382684, -0.220638, 0.923879);
	glNormal3f(0.085940, -0.992553, 0.085940);
	glVertex3f( 0.707107, -0.220638, 0.707107);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.220638, 0.000000);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_QUADS);
	glNormal3f(0.085940, -0.992553, 0.085940);
	glVertex3f( 0.707107, -0.220638, 0.707107);
	glNormal3f(0.703665, -0.098148, 0.703665);
	glVertex3f( 4.175601, 1.000000, 4.175593);
	glNormal3f(0.919401, -0.098148, 0.380810);
	glVertex3f( 5.455684, 1.000000, 2.259810);
	glNormal3f(0.112308, -0.992553, 0.046510);
	glVertex3f( 0.923880, -0.220638, 0.382683);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_QUADS);
	glNormal3f(0.112308, -0.992553, 0.046510);
	glVertex3f( 0.923880, -0.220638, 0.382683);
	glNormal3f(0.919401, -0.098148, 0.380810);
	glVertex3f( 5.455684, 1.000000, 2.259810);
	glNormal3f(0.995148, -0.098148, 0.000000);
	glVertex3f( 5.905187, 1.000000, -0.000009);
	glNormal3f(0.121555, -0.992553, 0.000000);
	glVertex3f( 1.000000, -0.220638, -0.000000);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_QUADS);
	glNormal3f(0.121555, -0.992553, 0.000000);
	glVertex3f( 1.000000, -0.220638, -0.000000);
	glNormal3f(0.995148, -0.098148, 0.000000);
	glVertex3f( 5.905187, 1.000000, -0.000009);
	glNormal3f(0.919401, -0.098148, -0.380810);
	glVertex3f( 5.455678, 1.000000, -2.259827);
	glNormal3f(0.112308, -0.992553, -0.046510);
	glVertex3f( 0.923880, -0.220638, -0.382684);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_QUADS);
	glNormal3f(0.112308, -0.992553, -0.046510);
	glVertex3f( 0.923880, -0.220638, -0.382684);
	glNormal3f(0.919401, -0.098148, -0.380810);
	glVertex3f( 5.455678, 1.000000, -2.259827);
	glNormal3f(0.703665, -0.098148, -0.703665);
	glVertex3f( 4.175591, 1.000000, -4.175606);
	glNormal3f(0.085940, -0.992553, -0.085940);
	glVertex3f( 0.707107, -0.220638, -0.707107);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_QUADS);
	glNormal3f(0.085940, -0.992553, -0.085940);
	glVertex3f( 0.707107, -0.220638, -0.707107);
	glNormal3f(0.703665, -0.098148, -0.703665);
	glVertex3f( 4.175591, 1.000000, -4.175606);
	glNormal3f(0.380810, -0.098148, -0.919401);
	glVertex3f( 2.259807, 1.000000, -5.455688);
	glNormal3f(0.046510, -0.992553, -0.112308);
	glVertex3f( 0.382683, -0.220638, -0.923880);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_QUADS);
	glNormal3f(0.046510, -0.992553, -0.112308);
	glVertex3f( 0.382683, -0.220638, -0.923880);
	glNormal3f(0.380810, -0.098148, -0.919401);
	glVertex3f( 2.259807, 1.000000, -5.455688);
	glNormal3f(0.000000, -0.098148, -0.995148);
	glVertex3f( -0.000012, 1.000000, -5.905190);
	glNormal3f(0.000000, -0.992553, -0.121555);
	glVertex3f( 0.000000, -0.220638, -1.000000);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_QUADS);
	glNormal3f(0.000000, -0.992553, -0.121555);
	glVertex3f( 0.000000, -0.220638, -1.000000);
	glNormal3f(0.000000, -0.098148, -0.995148);
	glVertex3f( -0.000012, 1.000000, -5.905190);
	glNormal3f(-0.380810, -0.098148, -0.919401);
	glVertex3f( -2.259830, 1.000000, -5.455679);
	glNormal3f(-0.046510, -0.992553, -0.112308);
	glVertex3f( -0.382683, -0.220638, -0.923880);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_QUADS);
	glNormal3f(-0.046510, -0.992553, -0.112308);
	glVertex3f( -0.382683, -0.220638, -0.923880);
	glNormal3f(-0.380810, -0.098148, -0.919401);
	glVertex3f( -2.259830, 1.000000, -5.455679);
	glNormal3f(-0.703665, -0.098148, -0.703665);
	glVertex3f( -4.175610, 1.000000, -4.175590);
	glNormal3f(-0.085940, -0.992553, -0.085940);
	glVertex3f( -0.707107, -0.220638, -0.707107);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_QUADS);
	glNormal3f(-0.085940, -0.992553, -0.085940);
	glVertex3f( -0.707107, -0.220638, -0.707107);
	glNormal3f(-0.703665, -0.098148, -0.703665);
	glVertex3f( -4.175610, 1.000000, -4.175590);
	glNormal3f(-0.919401, -0.098148, -0.380810);
	glVertex3f( -5.455689, 1.000000, -2.259806);
	glNormal3f(-0.112308, -0.992553, -0.046510);
	glVertex3f( -0.923880, -0.220638, -0.382684);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_QUADS);
	glNormal3f(-0.112308, -0.992553, -0.046510);
	glVertex3f( -0.923880, -0.220638, -0.382684);
	glNormal3f(-0.919401, -0.098148, -0.380810);
	glVertex3f( -5.455689, 1.000000, -2.259806);
	glNormal3f(-0.995148, -0.098148, 0.000000);
	glVertex3f( -5.905190, 1.000000, 0.000014);
	glNormal3f(-0.121555, -0.992553, 0.000000);
	glVertex3f( -1.000000, -0.220638, 0.000000);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_QUADS);
	glNormal3f(-0.121555, -0.992553, 0.000000);
	glVertex3f( -1.000000, -0.220638, 0.000000);
	glNormal3f(-0.995148, -0.098148, 0.000000);
	glVertex3f( -5.905190, 1.000000, 0.000014);
	glNormal3f(-0.919401, -0.098148, 0.380810);
	glVertex3f( -5.455678, 1.000000, 2.259831);
	glNormal3f(-0.112308, -0.992553, 0.046510);
	glVertex3f( -0.923879, -0.220638, 0.382684);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_QUADS);
	glNormal3f(-0.112308, -0.992553, 0.046510);
	glVertex3f( -0.923879, -0.220638, 0.382684);
	glNormal3f(-0.919401, -0.098148, 0.380810);
	glVertex3f( -5.455678, 1.000000, 2.259831);
	glNormal3f(-0.703665, -0.098148, 0.703665);
	glVertex3f( -4.175588, 1.000000, 4.175609);
	glNormal3f(-0.085940, -0.992553, 0.085940);
	glVertex3f( -0.707107, -0.220638, 0.707107);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_QUADS);
	glNormal3f(-0.085940, -0.992553, 0.085940);
	glVertex3f( -0.707107, -0.220638, 0.707107);
	glNormal3f(-0.703665, -0.098148, 0.703665);
	glVertex3f( -4.175588, 1.000000, 4.175609);
	glNormal3f(-0.380810, -0.098148, 0.919401);
	glVertex3f( -2.259802, 1.000000, 5.455688);
	glNormal3f(-0.046510, -0.992553, 0.112308);
	glVertex3f( -0.382683, -0.220638, 0.923880);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_QUADS);
	glNormal3f(-0.046510, -0.992553, 0.112308);
	glVertex3f( -0.382683, -0.220638, 0.923880);
	glNormal3f(-0.380810, -0.098148, 0.919401);
	glVertex3f( -2.259802, 1.000000, 5.455688);
	glNormal3f(0.000000, -0.098148, 0.995148);
	glVertex3f( 0.000018, 1.000000, 5.905187);
	glNormal3f(0.000000, -0.992553, 0.121555);
	glVertex3f( 0.000001, -0.220638, 1.000000);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_QUADS);
	glNormal3f(0.000000, -0.992553, 0.121555);
	glVertex3f( 0.000001, -0.220638, 1.000000);
	glNormal3f(0.000000, -0.098148, 0.995148);
	glVertex3f( 0.000018, 1.000000, 5.905187);
	glNormal3f(0.380810, -0.098148, 0.919401);
	glVertex3f( 2.259835, 1.000000, 5.455674);
	glNormal3f(0.046510, -0.992553, 0.112308);
	glVertex3f( 0.382684, -0.220638, 0.923879);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_QUADS);
	glNormal3f(0.703665, -0.098148, 0.703665);
	glVertex3f( 4.175601, 1.000000, 4.175593);
	glNormal3f(0.085940, -0.992553, 0.085940);
	glVertex3f( 0.707107, -0.220638, 0.707107);
	glNormal3f(0.046510, -0.992553, 0.112308);
	glVertex3f( 0.382684, -0.220638, 0.923879);
	glNormal3f(0.380810, -0.098148, 0.919401);
	glVertex3f( 2.259835, 1.000000, 5.455674);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_QUADS);
	glNormal3f(0.703665, -0.098148, 0.703665);
	glVertex3f( 4.175601, 1.000000, 4.175593);
	glNormal3f(0.380810, -0.098148, 0.919401);
	glVertex3f( 2.259835, 1.000000, 5.455674);
	glNormal3f(0.082217, 0.976623, 0.198523);
	glVertex3f( 0.731093, 2.851196, 1.765000);
	glNormal3f(0.151952, 0.976623, 0.151952);
	glVertex3f( 1.350875, 2.851196, 1.350873);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_QUADS);
	glNormal3f(0.380810, -0.098148, 0.919401);
	glVertex3f( 2.259835, 1.000000, 5.455674);
	glNormal3f(0.000000, -0.098148, 0.995148);
	glVertex3f( 0.000018, 1.000000, 5.905187);
	glNormal3f(0.000000, 0.976623, 0.214881);
	glVertex3f( 0.000006, 2.851196, 1.910425);
	glNormal3f(0.082217, 0.976623, 0.198523);
	glVertex3f( 0.731093, 2.851196, 1.765000);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_QUADS);
	glNormal3f(0.000000, -0.098148, 0.995148);
	glVertex3f( 0.000018, 1.000000, 5.905187);
	glNormal3f(-0.380810, -0.098148, 0.919401);
	glVertex3f( -2.259802, 1.000000, 5.455688);
	glNormal3f(-0.082217, 0.976623, 0.198523);
	glVertex3f( -0.731083, 2.851196, 1.765005);
	glNormal3f(0.000000, 0.976623, 0.214881);
	glVertex3f( 0.000006, 2.851196, 1.910425);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_QUADS);
	glNormal3f(-0.380810, -0.098148, 0.919401);
	glVertex3f( -2.259802, 1.000000, 5.455688);
	glNormal3f(-0.703665, -0.098148, 0.703665);
	glVertex3f( -4.175588, 1.000000, 4.175609);
	glNormal3f(-0.151952, 0.976623, 0.151952);
	glVertex3f( -1.350871, 2.851196, 1.350878);
	glNormal3f(-0.082217, 0.976623, 0.198523);
	glVertex3f( -0.731083, 2.851196, 1.765005);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_QUADS);
	glNormal3f(-0.703665, -0.098148, 0.703665);
	glVertex3f( -4.175588, 1.000000, 4.175609);
	glNormal3f(-0.919401, -0.098148, 0.380810);
	glVertex3f( -5.455678, 1.000000, 2.259831);
	glNormal3f(-0.198523, 0.976623, 0.082217);
	glVertex3f( -1.765001, 2.851196, 0.731093);
	glNormal3f(-0.151952, 0.976623, 0.151952);
	glVertex3f( -1.350871, 2.851196, 1.350878);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_QUADS);
	glNormal3f(-0.919401, -0.098148, 0.380810);
	glVertex3f( -5.455678, 1.000000, 2.259831);
	glNormal3f(-0.995148, -0.098148, 0.000000);
	glVertex3f( -5.905190, 1.000000, 0.000014);
	glNormal3f(-0.214881, 0.976623, 0.000000);
	glVertex3f( -1.910425, 2.851196, 0.000005);
	glNormal3f(-0.198523, 0.976623, 0.082217);
	glVertex3f( -1.765001, 2.851196, 0.731093);
	glEnd();
	glShadeModel(GL_SMOOTH);
	glBegin(GL_QUADS);
	glNormal3f(-0.995148, -0.098148, 0.000000);
	glVertex3f( -5.905190, 1.000000, 0.000014);
	glNormal3f(-0.919401, -0.098148, -0.380810);
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}
